This paper presents a new simple, fast and robust approach in computation of per-sample precise shadows. The method uses tessellation
shaders for computation of silhouettes on arbitrary triangle soup.
We were able to reach robustness by our previously published algorithm
using deterministic shadow volume computation. We also propose a new
simplification of the silhouette computation by introducing reference
edge testing. Our new method was compared with other methods and
evaluated on multiple hardware platforms and different scenes, providing
better performance than current state-of-the art algorithms. Finally,
conclusions are drawn and the future work is outlined.